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New unit capabilites - Engine or mod'able

 
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All Forums >> [New Releases from Matrix Games] >> Advanced Tactics Series >> Mods and Scenarios >> New unit capabilites - Engine or mod'able Page: [1]
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New unit capabilites - Engine or mod'able - 5/18/2013 9:08:04 PM   
Jenska


Posts: 27
Joined: 5/11/2013
From: Boston, Mass
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Other than the tedium of creating new graphics, and a full research tree for new units, it's very straight forward to create new simple units. THANKS to everyone who's written anything about unit and scenario creation.

ON the other hand, some capabilites seem to be hard coded nto the engine. For instance, I'd like to model a GLIDER that is capable of thransporting non-airborne units to remote part of the front. IDEALLY, it would be an airdroppable container from a transport, that held non-airdrop units (Mg, bazooka, you get the idea). Even better if it could hold more than it weighed, since it provided it own lift, ala a dc-3 towing 2 gliders.

On the other hand, I'd setting for a self-destructing transport unit, that could travel like a rocket or kamikaze, to any location within range, and just left its cargo at the spot it landed; I can do that, but only with airdrop units, and the entire goal is NOT to create a replicate unit tree of airdrop units (which is how I got started in this anyway). By giving it a higher fuel consumtion and longer range, one can infer the use of a tow plane, and some extended glide range. The problems seem to be that only cargo ships and transports are programmed to "contain" other SF's, and once a non-airdrop unit is in the SF (eg a JEEP), the transport will only go to another airbase. Ships can unload anywhere, but that seems to be an inherent property, not a statistics screen value that can be granted to another unit type.

Has anyone attempted anythng like this yet, and if so how.
Does anyone have an idea if this is even possible, or is it internal to the engine (VIC ??)? If possbile, any ideas on how to apporaoch it??

thanks
Post #: 1
RE: New unit capabilites - Engine or mod'able - 6/20/2013 3:49:55 PM   
CSO_Talorgan


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I too am interested in the answer to this. (Bump!)

(in reply to Jenska)
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RE: New unit capabilites - Engine or mod'able - 6/20/2013 4:42:48 PM   
ernieschwitz

 

Posts: 1558
Joined: 9/15/2009
From: Denmark
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quote:

ON the other hand, some capabilites seem to be hard coded nto the engine. For instance, I'd like to model a GLIDER that is capable of thransporting non-airborne units to remote part of the front. IDEALLY, it would be an airdroppable container from a transport, that held non-airdrop units (Mg, bazooka, you get the idea). Even better if it could hold more than it weighed, since it provided it own lift, ala a dc-3 towing 2 gliders.


Don´t think that is possible. At least the way you are proposing it.


(in reply to Jenska)
Post #: 3
RE: New unit capabilites - Engine or mod'able - 6/20/2013 4:50:46 PM   
ernieschwitz

 

Posts: 1558
Joined: 9/15/2009
From: Denmark
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Maybe you could make an actioncard.

It would force you to choose a bomber formation, and then a 2nd card, that was unleashed by the first card, would force you to choose a hex within the bombers range, and then, you would have to deploy a container, with either preselected materials, or some card could be unleashed again, forcing you to choose a unit.

But I am not at all sure how or if cascading cards like this works. If it works, it will require alot of code.

(in reply to ernieschwitz)
Post #: 4
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